Re: [hlds] Client interp on servers
cl_interp is the amount of latency the client lags the models they see in their screen. This is necessary to smooth the position updates client receives from server. Changing it will cause no hit performance at all. The server will automatically compensate for this lag based on the players cl_interp value. Lowering or raising it will not give you better results. The complaints about hit registry is because the server and client will always have different results, because numbers can go into infinite (example: pi) and we can only network a number the size of -2,147,483,648 to +2,147,483,648. So you see the predicament. On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote: So I've got a client saying that he wants to set his cl_interp to something lower than 100, but the servers prevent him from changing it. I'll be honest, I don't know a damn thing about this interp crap. So my questions are: Will reducing the client interp cause a hit in performance? What are the side-effects? How the hell did I limit it to 100? Do you limit your interp? What's yours at? This is for TF2, btw. Thank you, Alec Sanger _ Hotmail: Trusted email with Microsoft's powerful SPAM protection. http://clk.atdmt.com/GBL/go/196390706/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead 1/2 sv_search_key
Hi - Possibly stupid question here, but how does one actually configure and use the sv_search_key? Is there anything that needs to be done on the client side as well? Thanks, Todd f0rkz wrote: How did you configure it? -f0rkz On Fri, 2010-01-08 at 09:36 -0800, Brent Veal wrote: It's working properly on all my L4D1 and 2 servers On Fri, Jan 8, 2010 at 9:28 AM, f0rkz h...@f0rkznet.net wrote: Is sv_search_key broken at the present moment? -f0rkz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Client interp on servers
100? wtf? Read this http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking 2010/1/9 Joel R. joelru...@gmail.com cl_interp is the amount of latency the client lags the models they see in their screen. This is necessary to smooth the position updates client receives from server. Changing it will cause no hit performance at all. The server will automatically compensate for this lag based on the players cl_interp value. Lowering or raising it will not give you better results. The complaints about hit registry is because the server and client will always have different results, because numbers can go into infinite (example: pi) and we can only network a number the size of -2,147,483,648 to +2,147,483,648. So you see the predicament. On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote: So I've got a client saying that he wants to set his cl_interp to something lower than 100, but the servers prevent him from changing it. I'll be honest, I don't know a damn thing about this interp crap. So my questions are: Will reducing the client interp cause a hit in performance? What are the side-effects? How the hell did I limit it to 100? Do you limit your interp? What's yours at? This is for TF2, btw. Thank you, Alec Sanger _ Hotmail: Trusted email with Microsoft's powerful SPAM protection. http://clk.atdmt.com/GBL/go/196390706/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Client interp on servers
The 100 he is talking about propably is the one listed on the screen as shown with net_graph 1. 100ms aka 0.1 interp. -ics AnAkIn . kirjoitti: 100? wtf? Read this http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking 2010/1/9 Joel R. joelru...@gmail.com cl_interp is the amount of latency the client lags the models they see in their screen. This is necessary to smooth the position updates client receives from server. Changing it will cause no hit performance at all. The server will automatically compensate for this lag based on the players cl_interp value. Lowering or raising it will not give you better results. The complaints about hit registry is because the server and client will always have different results, because numbers can go into infinite (example: pi) and we can only network a number the size of -2,147,483,648 to +2,147,483,648. So you see the predicament. On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote: So I've got a client saying that he wants to set his cl_interp to something lower than 100, but the servers prevent him from changing it. I'll be honest, I don't know a damn thing about this interp crap. So my questions are: Will reducing the client interp cause a hit in performance? What are the side-effects? How the hell did I limit it to 100? Do you limit your interp? What's yours at? This is for TF2, btw. Thank you, Alec Sanger _ Hotmail: Trusted email with Microsoft's powerful SPAM protection. http://clk.atdmt.com/GBL/go/196390706/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Client interp on servers
isn't that the default value? ics wrote: The 100 he is talking about propably is the one listed on the screen as shown with net_graph 1. 100ms aka 0.1 interp. -ics AnAkIn . kirjoitti: 100? wtf? Read this http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking 2010/1/9 Joel R. joelru...@gmail.com cl_interp is the amount of latency the client lags the models they see in their screen. This is necessary to smooth the position updates client receives from server. Changing it will cause no hit performance at all. The server will automatically compensate for this lag based on the players cl_interp value. Lowering or raising it will not give you better results. The complaints about hit registry is because the server and client will always have different results, because numbers can go into infinite (example: pi) and we can only network a number the size of -2,147,483,648 to +2,147,483,648. So you see the predicament. On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote: So I've got a client saying that he wants to set his cl_interp to something lower than 100, but the servers prevent him from changing it. I'll be honest, I don't know a damn thing about this interp crap. So my questions are: Will reducing the client interp cause a hit in performance? What are the side-effects? How the hell did I limit it to 100? Do you limit your interp? What's yours at? This is for TF2, btw. Thank you, Alec Sanger _ Hotmail: Trusted email with Microsoft's powerful SPAM protection. http://clk.atdmt.com/GBL/go/196390706/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D2 res slots
Does anyone have a res slot system working for l4d2? Using SM's reservedslot.smx doesn't seem to work :( Any info would be much appreciated Regards D3v ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Client interp on servers
cl_interp is kinda obsolete now that valve added that cl_interp_ratio stuff. Yes, 0.1 was the default days back when they didn't had the ratio thing - cl_interp now automatically changes based on the interp ratios... messing with them won't get you anywhere, too many people still think it gives you a better hit registry... 2010/1/9 Adam Spurgin adam.spur...@gmail.com: isn't that the default value? ics wrote: The 100 he is talking about propably is the one listed on the screen as shown with net_graph 1. 100ms aka 0.1 interp. -ics AnAkIn . kirjoitti: 100? wtf? Read this http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking 2010/1/9 Joel R. joelru...@gmail.com cl_interp is the amount of latency the client lags the models they see in their screen. This is necessary to smooth the position updates client receives from server. Changing it will cause no hit performance at all. The server will automatically compensate for this lag based on the players cl_interp value. Lowering or raising it will not give you better results. The complaints about hit registry is because the server and client will always have different results, because numbers can go into infinite (example: pi) and we can only network a number the size of -2,147,483,648 to +2,147,483,648. So you see the predicament. On Fri, Jan 8, 2010 at 10:13 PM, Alec Sanger eclyp...@hotmail.com wrote: So I've got a client saying that he wants to set his cl_interp to something lower than 100, but the servers prevent him from changing it. I'll be honest, I don't know a damn thing about this interp crap. So my questions are: Will reducing the client interp cause a hit in performance? What are the side-effects? How the hell did I limit it to 100? Do you limit your interp? What's yours at? This is for TF2, btw. Thank you, Alec Sanger _ Hotmail: Trusted email with Microsoft's powerful SPAM protection. http://clk.atdmt.com/GBL/go/196390706/direct/01/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D2 res slots
File a bug on the SourceMod issue tracker, if it doesnt work on L4D2 then they will fix it.- https://bugs.alliedmods.net/ ~Peter Powell Richard Green wrote: Does anyone have a res slot system working for l4d2? Using SM's reservedslot.smx doesn't seem to work :( Any info would be much appreciated Regards D3v ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] L4D2 res slots
Reserved slots don't work on L4D or L4D2. On Sat, Jan 9, 2010 at 9:31 AM, Peter Powell li...@ppowell.co.uk wrote: File a bug on the SourceMod issue tracker, if it doesnt work on L4D2 then they will fix it.- https://bugs.alliedmods.net/ ~Peter Powell Richard Green wrote: Does anyone have a res slot system working for l4d2? Using SM's reservedslot.smx doesn't seem to work :( Any info would be much appreciated Regards D3v ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Left 4 Dead 1/2 sv_search_key
1) Set sv_search_key on the server 2) Set sv_search_key to the same thing on the client. Jonah Hirsch --- On Sat, Jan 9, 2010 at 1:55 AM, Todd Ferguson todd.fergu...@gmx.net wrote: Hi - Possibly stupid question here, but how does one actually configure and use the sv_search_key? Is there anything that needs to be done on the client side as well? Thanks, Todd f0rkz wrote: How did you configure it? -f0rkz On Fri, 2010-01-08 at 09:36 -0800, Brent Veal wrote: It's working properly on all my L4D1 and 2 servers On Fri, Jan 8, 2010 at 9:28 AM, f0rkz h...@f0rkznet.net wrote: Is sv_search_key broken at the present moment? -f0rkz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds